Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Bring back old ruin

gofu
gofu Member Posts: 133

I'm sorry cause I know some survivors will be mad at this, I play both sides rank 1 killer rank 3 survivor, so hear me out.

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I do understand this 5% slowdown whenever you get good skill checks might be annoying, but so is a survivor blocking your pathway and blinding you then running into a locker because he or she has 60 seconds of immunity.

The reasons BHVR's analytics showed that it's used in 80%+ matches in red ranks are quite a lot, here's why I and many others think it should return

It is without doubt the only possible way to counter an optimal genrush (especially in SWF)

The communication in SWF matches allows for the players to pinpoint the location of the killer at all times and hence play the safest gens, they can get their best looper to go out and get chased and by the time a good killer downs him (50s in this case), you have 3 gens which are 65% complete (ignoring toolboxes), add another 7s of picking up and getting a hook and you have 3 71% gens.

Also, these 3 gens were picked to be safe so by the time you already go there (In this case if you don't use BBQ you're kinda f‎ucked), so either you have 2 gens alr complete, an unhook, and an almost fully complete gen if you're really lucky and play pop. OR normally 3 gens 1 unhook.

Now, the maths. Chance of gen repair skill check is 8%. So on average, you'll get 6.4 skill checks per full gen, so let's just say 6. If you somehow get a good skill check on the 6 of them, you'll be at 70% instead of 100%. Really useful.

I hope this example can just give an idea of how helpless one is against a genrush.

It really wasn't too powerful to deserve that nerf

1- Can be unreliable, a lot.

In the red ranks many survivors are constantly hitting great skill checks so in these 6 potential skill checks your average red ranker would hit around 3 of them. Only a 15% regression at the end of the day, the point is it depends on the survivor's skill, which means it can be unreliable and even useless at times.

2- It's a hex perk.

Just, cleanse it? If the survivors know that the old hex is back there's a good chance a lot of them would swap out one of the meta perks for detective's hunch or small game, and again, in SWF you'll only have 1 player swap out the perk so still kinda helpless.

Hope the devs take this in consideration, or see it in the first place. @Peanits

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Comments

  • Ikalx
    Ikalx Member Posts: 152

    My issue is it got to the point of not getting any generators done until the hex was found, which involves stealthing around the map using small game for an indeterminate amount of time.

    I'm not a red ranker so I can only tell of my experience between green and yellow, but I was terrible at skillchecks. It took me a heck of a long time to git gud at them, and now I'll hit maybe 2 great skill checks per match, depending on how many I do.

    With oldskool ruin, by the end there, the teams I were on were getting 2 generators done in most matches, and all dying most of the time. Ruin was hella good at slowing down the match but honestly it started to just make me give up before the match had even started. Having to take 3-5 minutes at the beginning of almost every match to find a hex so I could even do a generator was just depressing, and adding more people almost always hurt its progress.

    If you can find a medium where it doesn't penalise "newbies" so badly, that'd be great, but as it was...it was just a match killer.

  • gofu
    gofu Member Posts: 133

    I mained legion with thantaphobia being a must ofc but the genrush never stops. as for dying light it only really works for the last 3 gens.

  • gofu
    gofu Member Posts: 133

    And honestly, thanataphobia at 12% average with legion only increases 9.6 seconds of gen repair, which is at the end of the day still not enough.

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    Noone needs old ruin.

  • Rydog
    Rydog Member Posts: 3,275

    No way, I think the game feels WAY better with new Ruin. It's still massively inconvenient to go up against as a survivor, but it's not a "must-run" perk for killers anymore. I would say Pop Goes the Weasel is the stronger generator regression perk anyway.

    Now I just wish they would add BBQ & Chili's BP stacking effect to the killer's base kit, so that it also doesn't feel like a "must-run" perk.

  • elvangulley
    elvangulley Member Posts: 569

    The survivors dont want to work so it will never come back we cant have strong perks or addon or have of fun. Only survivors should have strong perks and the only new players that matter are new survivors because heaven forbid they have to learn to hit greats or find the totem. They weren't winning every game so they whined and got it nerf.

  • gofu
    gofu Member Posts: 133

    Be sensible for the love of god, every dbd youtuber/streamer out there easily agrees the removal was b‎ullshit, it's only a few whiny entitled survivors which oppose anything that puts the slightest difficulty into their games (the recent whining about the doctor, an annoying C tier killer also proves this point.)

    List of people who agree the ruin nerf was a mistake (By the way, please go ahead and find me someone who agrees with this nerf)

    Bricky

    TydeTyme

    TrueTalent

    XITE (a survivor main, his queue times point has already proved itself)

    Ardetha

    Interact

    Guo (His video explains exactly my frustration, gen rushing)

    I could go on and on but again, find me someone who agrees with your whining.

  • matchmakingsuc
    matchmakingsuc Member Posts: 17

    If your concern is gen rush and swf, you should think of how to improve based on the imbalance brought by them but not buffing ruin solely, its not a healthy game/ perk if all the players use the same perk. Just reduce survivor perks/ increase killers perks slot if facing swf, increase generator time/ increase skill check difficulty is an alternative , i dont think 90% killer use ruin is good for the game

  • gofu
    gofu Member Posts: 133

    old ruin seems like a fair way to counter it, but any of the changes you suggested I'll be more than glad to see and not care about old ruin anymore

  • elvangulley
    elvangulley Member Posts: 569

    So That means ds bt adrenaline are bad for the game because thats all survivors use.

  • bm33
    bm33 Member Posts: 8,411

    Since new Ruin I come across killers with way better pressure on gens. Old ruin was run so often that Survivors basically started the match cleansing totems so it'd be cleared off fairly quick. If Old ruin wasn't cleansed immediately I'd just work through. I'd also be less likely to even see the killer because if it wasn't cleansed immediately they'd just hang out by the totem waiting for people to come cleanse it. Now survivors are less likely to bother with totems and get hit more with Devour Hope. Killers move around the map more so I get into way more chases. Also see more load outs since they changed Ruin which causes me to change up my playstyle from match to match. I think new Ruin has made killers become much better at the game.

  • elvangulley
    elvangulley Member Posts: 569

    Well If old ruin was so weak it shouldn't have been nerfed but you survivors love new ruin so it will never come back. To bad killers dont have as much power over survivors perks like you have over ours.

  • MrPenguin
    MrPenguin Member Posts: 2,426

    We don't need old ruin back, we need changes to the game that address the reasons WHY it ruin was used so much to begin with, despite its many flaws.

    Perks are not a solution to fundamental balance issues in the game.

  • elvangulley
    elvangulley Member Posts: 569

    We All know those changes wont be made. Survivors will complain that doing gens is to boring so you can't increase the time. They will also shoot down secondary objectives because the more time in the game the greater chance of being killed.

  • oxygen
    oxygen Member Posts: 3,376

    I have no clue where you're getting that from, along with map changes the idea of some sort of objective rework seems like a popular one whenever it's brought up. I've seen lots of good and well thought out ideas posted on here as well, but at the end of the day it's hard to know if it'd actually work without trying it. As obviously it would have to be designed well, and a whole lot of other things in the game (like perks) might need changes too.

    But the idea of a well thought out second objective? It sure seems like most players of all types would be interested in giving that a shot.

  • matchmakingsuc
    matchmakingsuc Member Posts: 17
    edited May 2020

    i think the answer is pretty obvious? even so, you can choose from 4 exhaustion perks but can you replace any similar perk as old ruin? i think no

  • Fibijean
    Fibijean Member Posts: 8,342

    If old Ruin really were the only way to counter good survivors, kill rates would have fallen dramatically since its rework. And from what I've heard, they have not. There's also no reason to believe that perks like Small Game and Detective's Hunch would become meta if old Ruin were reintroduced - if that were true, those perks would have been meta back when old Ruin was being used in 80% of matches, which they weren't.

    Most importantly though, your two main points appear to contradict one another completely. How was old Ruin so unreliable and borderline useless against good survivors that it wasn't worth nerfing, and yet simultaneously so powerful that it was apparently the only way to counter them?

  • ThisGuuy83
    ThisGuuy83 Member Posts: 1,303

    Wasn't the excuse that it was too hard for new survivors to hit skill checks? But it's perfectly fine to put new killers in w red and purple ranks w the best of everything though. The only people who wanted the ruin nerf were people that sucked at stealth and didn't wanna look for totems. They just wanna play NASCAR and run around in circles and expect to avoid the killer every time and there teammates to bail them out by rushing gens. Make ruin great again!

  • DrDeepwound
    DrDeepwound Member Posts: 2,557

    "It is without doubt the only possible way to counter an optimal genrush (especially in SWF)"

    Noed.

  • bm33
    bm33 Member Posts: 8,411

    I love the higher quality of killers new ruin brought out that make me sweat. It's great.